//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_spy_hide.h // Move to a hiding spot // Michael Booth, September 2011 #ifndef TF_BOT_SPY_HIDE #define TF_BOT_SPY_HIDE #include "Path/NextBotPathFollow.h" class CTFBotSpyHide : public Action< CTFBot > { public: CTFBotSpyHide( CTFPlayer *victim = NULL ); virtual ~CTFBotSpyHide() { } virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction ); virtual ActionResult< CTFBot > Update( CTFBot *me, float interval ); virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction ); virtual EventDesiredResult< CTFBot > OnMoveToSuccess( CTFBot *me, const Path *path ); virtual EventDesiredResult< CTFBot > OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason ); virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"? virtual const char *GetName( void ) const { return "SpyHide"; }; private: CHandle< CTFPlayer > m_initialVictim; HidingSpot *m_hidingSpot; bool FindHidingSpot( CTFBot *me ); CountdownTimer m_findTimer; PathFollower m_path; CountdownTimer m_repathTimer; bool m_isAtGoal; float m_incursionThreshold; CountdownTimer m_talkTimer; }; #endif // TF_BOT_SPY_HIDE